A Structural Equation Modeling Investigation of the … · Web view: virtual reality, emotions,...

70
Immersive Virtual Reality in Education 1 A Structural Equation Modeling Investigation of the Emotional Value of Immersive Virtual Reality in Education. Guido Makransky 1 , Lau Lilleholt 1 1. University of Copenhagen Corresponding Author: Guido Makransky, University of Copenhagen Address: Øster Farimagsgade 2A, DK-1353 Copenhagen K, Denmark +45 (31338511) Abstract Virtual reality (VR) is projected to play an important role in education by increasing student engagement and motivation. However, little is known about the impact and utility of immersive VR for administering e-learning tools, or the underlying mechanisms that impact learners’ emotional processes while learning. This paper explores whether differences exist with regard to using either immersive or desktop VR to administer a virtual science learning simulation. We also investigate how the level of immersion impacts perceived learning outcomes using structural equation modeling (SEM). The sample consisted of 104 university students (39 females). Significantly higher scores were obtained on 11 of the 13 variables investigated using the immersive VR version of the simulation, with the largest

Transcript of A Structural Equation Modeling Investigation of the … · Web view: virtual reality, emotions,...

Page 1: A Structural Equation Modeling Investigation of the … · Web view: virtual reality, emotions, simulations, presence, CVTAE, structural equation modeling. Guido Makransky is an associate

Immersive Virtual Reality in Education 1

A Structural Equation Modeling Investigation of the Emotional Value of Immersive

Virtual Reality in Education.

Guido Makransky1, Lau Lilleholt1

1. University of Copenhagen

Corresponding Author: Guido Makransky, University of Copenhagen

Address: Øster Farimagsgade 2A, DK-1353 Copenhagen K, Denmark +45 (31338511)

Abstract

Virtual reality (VR) is projected to play an important role in education by increasing student

engagement and motivation. However, little is known about the impact and utility of immersive VR

for administering e-learning tools, or the underlying mechanisms that impact learners’ emotional

processes while learning. This paper explores whether differences exist with regard to using either

immersive or desktop VR to administer a virtual science learning simulation. We also investigate

how the level of immersion impacts perceived learning outcomes using structural equation

modeling (SEM). The sample consisted of 104 university students (39 females). Significantly

higher scores were obtained on 11 of the 13 variables investigated using the immersive VR version

of the simulation, with the largest differences occurring with regard to presence and motivation.

Furthermore, we identified a model with two general paths by which immersion in VR impacts

perceived learning outcomes. Specifically, we discovered an affective path in which immersion

predicted presence and positive emotions, and a cognitive path in which immersion fostered a

positive cognitive value of the task in line with the control value theory of achievement emotions

(CVTAE).

Keywords: virtual reality, emotions, simulations, presence, CVTAE, structural equation modeling.

Page 2: A Structural Equation Modeling Investigation of the … · Web view: virtual reality, emotions, simulations, presence, CVTAE, structural equation modeling. Guido Makransky is an associate

Immersive Virtual Reality in Education 2

Guido Makransky is an associate professor at the Department of Psychology at the University of

Copenhagen, and the leader of the VR Learning Lab a research group that specializes in applying

scientific principles to investigate the role of immersive technology in educational psychology.

Lau Lilleholt is a graduate student at the Department of Psychology at the University of

Copenhagen. His primary research interests are behavioral economics, leadership and learning. 

Conflict of Interest: There are no conflicts of interest to report related to this paper.

Funding: This study was funded by Innovation Fund Denmark.

Page 3: A Structural Equation Modeling Investigation of the … · Web view: virtual reality, emotions, simulations, presence, CVTAE, structural equation modeling. Guido Makransky is an associate

Immersive Virtual Reality in Education 3

1. Introduction

Many business analyses and reports (e.g., Belini et al., 2016; Greenlight & Roadtovr, 2016),

predict that virtual reality (VR) could be the biggest future computing platform of all time.

Furthermore, over $4 billion has been invested in VR start-ups since 2010 (Benner & Wingfield,

2016) with the expectation that VR could revolutionize the entertainment, gaming, and education

industries (e.g. Blascovich & Bailenson, 2011; Standen & Brown, 2006; Taylor & Disinger, 1997).

All of the attention surrounding VR in mainstream media, as well as investment by large technology

companies like Apple, Facebook, Google, Microsoft, and Samsung, indicates that VR will be used

for many applications including learning. Several educational simulations already exist – including

Google’s simulation software Expedition which allows students to go on virtual fieldtrips, and

NASA’s PlayStation VR demo that allows operators to practice using robotic arms – and many

more are on the way (Dredge, 2016; Singer, 2015). Given this emerging trend, it is important to

gain a better understanding of the utility and impact of VR when it is applied in an educational

context. The emotional impact of immersion is one important factor to consider when investigating

the utility of VR. This is important because VR fosters a higher level of immersion than standard

media, which in turn could facilitate learning through positive emotions such as enjoyment (e.g.,

Picard et. al., 2004). According to The Control Value Theory of Achievement Emotions (CVTAE;

Pekrun, 2000), this is possible to the extent that added immersion fosters appraisals of control and

positive value for the task and object of learning. However, there is limited empirical evidence of

the affective value of immersive VR, and even less research that investigates the psychological

process by which added immersion impacts students’ interest and motivation, or whether it could

facilitate self-regulation and performance in the learning process.

In order to fully understand how learners process a virtual environment (VE), it is necessary

to consider their emotional responses to this environment (Plass & Kaplan, 2016). This is especially

Page 4: A Structural Equation Modeling Investigation of the … · Web view: virtual reality, emotions, simulations, presence, CVTAE, structural equation modeling. Guido Makransky is an associate

Immersive Virtual Reality in Education 4

important when designing educational material, as an understanding of the underlying mechanisms

that impact learners’ perceptions and motivations can guide the optimal development of VR

learning simulations which incorporate emotional considerations that can lead to increased use and

better cognitive outcomes (i.e. learning). Consequently, the main objectives of this study are to: A)

Investigate the emotional value of an immersive VR science simulation as compared to a desktop

VR version of the simulation; and B) use structural equation modeling (SEM) to investigate the

process by which the level of immersion in a VR simulation impacts non-cognitive outcomes

including satisfaction, perceived learning, and intentions to use the simulation.

1.1 Existing definitions and types of VR

According to Burdea and Coiffet (1994) VR can be defined as “a high end user interface that

involves real-time simulation and interaction through multiple sensorial channels”. Similarly, Lee

and Wong (2014) argue that VR is a way of simulating or replicating an environment which a

person can explore and interact with. Furthermore, Biocca (1992) defined virtual reality as ‘‘an

environment created by a computer or other media, an environment in which the user feels present”.

Although these three definition vary somewhat, they all emphasize that VR is a way of simulating

or replicating an environment.

Currently, several different VR systems exist, including cave automatic virtual environment

(CAVE), head mounted displays (HMD) and desktop VR. CAVE is a projection-based VR system

with display-screen faces surrounding the user (Cruz-Neira, Sandin, DeFanti, Kenyon, & Hart,

1992). As the user moves around within the bounds of the CAVE, the correct perspective and stereo

projections of the VE are displayed on the screens. The user wears 3D glasses inside the CAVE to

see 3D structures created by the CAVE, thus allowing for a very lifelike experience. HMD usually

consist of a pair of head mounted goggles with two LCD screens portraying the VE by obtaining the

user´s head orientation and position from a tracking system (Sousa Santos et al. 2008). HMD may

Page 5: A Structural Equation Modeling Investigation of the … · Web view: virtual reality, emotions, simulations, presence, CVTAE, structural equation modeling. Guido Makransky is an associate

Immersive Virtual Reality in Education 5

present the same image to both eyes (monoscopic), or two separate images (stereoscopic) making

depth perception possible. Like the CAVE, HMD offers a very realistic and lifelike experience by

allowing the user to be completely surrounded by the VE. As opposed to CAVE and HMD, desktop

VR does not allow the user to be surrounded by the VE. Instead desktop VR enables the user to

interact with a VE displayed on a computer monitor using keyboard, mouse, joystick or touch

screen (Lee & Wong, 2014; Lee, Wong, & Fung, 2010). According to Cummings and Bailenson

(2016), the immersiveness of VR is largely dependent on system configurations or specifications, as

opposed to aspects of the mediated content itself. Accordingly, Cummings and Bailenson (2016)

argue that immersion can be regarded as an objective measure of the extent to which the VR system

presents a vivid VE while shutting out physical reality. By this account, VR systems such as CAVE

and HMD which effectively shut out the physical reality while offering high fidelity can be

characterized as immersive VR. On the other hand, VR systems such as desktop VR, which have

little or no ability to shut out the physical reality and offer limited fidelity, can be characterized as

non-immersive VR.

1.2 Existing research about the impact of immersive VR

Several studies have found that desktop VR simulations can have a positive impact on

cognitive (e.g., Lee & Wong, 2014; Bonde et al.,, 2014), and non-cognitive (e.g., Makransky et al.,,

2016a,b; Thisgaard & Makransky; 2017) outcomes. Results from a recent meta-analysis suggest

that students who receive a combination of non-immersive VR and traditional teaching outperform

students who either receive traditional teaching, 2-D images or no treatment (Merchant, Goetz,

Cifuentes, Keeney-Kennicutt, & Davis, 2014). However, early research into the effectiveness of

using immersive VR in education has been inconclusive. Several studies have found immersive

virtual training procedures to produce positive cognitive outcomes in a number of settings including

engineering (Alhalabi, 2016), military (Webster, 2016) and robotic surgery (Bric, Lumbard,

Page 6: A Structural Equation Modeling Investigation of the … · Web view: virtual reality, emotions, simulations, presence, CVTAE, structural equation modeling. Guido Makransky is an associate

Immersive Virtual Reality in Education 6

Frelich, & Gould, 2015). For instance, Alhalabi (2016) compared traditional teaching with an

immersive learning environment presented via a Corner CAVE System (CCS) or HMD. In this

study Alhalabi (2016) reported that engineering students learn significantly more about astronomy,

transportation, networking and inventors when using an immersive learning environment presented

via either CCS or HMD, as compared with traditional teaching. Similarly, Webster (2016)

compared lecture-based and immersive VR-based multimedia instruction in terms of declarative

knowledge acquisition in a military setting. The results from this study indicate that military

personnel learn significantly more about corrosion prevention and control principles and theory

when using an immersive VR simulation presented via HMD as compared to a traditional lecture

with PowerPoint slides. Furthermore, through a review of the existing literature Bric et al. (2015)

concluded that training with immersive VR simulations (e.g. the Da Vinci surgical simulator)

significantly improves basic robotic surgical skills. On the other hand, other studies that have tested

whether immersive VR lead to better cognitive outcomes compared to desktop VR have found

neutral or negative results. For instance, Moreno and Mayer (2002) compared the results of an

immersive VR and a desktop VR simulation while sitting and walking. Two separate experiments

were conducted in which students were asked to use either an immersive VR or a desktop VR

simulation designed to teach students about botany. The desktop VR and the immersive VR

simulation were identical in terms of content and differed only in terms of mediation and controls.

In each of the two experiments Moreno and Mayer (2002) found that the immersive VR simulation

did not increase performance on measures of retention and transfer (i.e. learning). Similarly, Stepan

et al., (2017) found that medical students do not learn more about neuroanatomy when watching a

3D video and interacting with a 3D model of the human brain in an immersive VE presented via

HMD as compared to reading online text books for the same duration of time. Finally, Makransky

Terkildsen, and Mayer (2017) found that immersive VR lead to higher levels of presence but less

Page 7: A Structural Equation Modeling Investigation of the … · Web view: virtual reality, emotions, simulations, presence, CVTAE, structural equation modeling. Guido Makransky is an associate

Immersive Virtual Reality in Education 7

learning. The study also found that the immersive VR condition lead to higher cognitive load which

was measured using EEG. The authors suggest that specific the affordances of the media, and the

factors that influence learning should be considered in designing learning content for immersive

VR.

The limited and inconclusive results suggest that there are many factors that can play a role

in how immersive VR leads to educational outcomes. Therefore, from an instructional design

perspective it is important to understand the process by which learners interact with a VE, and how

this leads to educational outcomes. Furthermore, although immediate cognitive outcomes are

relevant to determine the immediate value of an educational intervention, non-cognitive outcomes

such as emotions (Plass & Kaplan, 2016) intrinsic motivation (Ryan & Deci, 2000), enjoyment, and

intrinsic value of the learning activity (Pekrun, 2006) have all been shown to have long-term

positive effects on learning and transfer. Consequently, non-cognitive outcomes may be more

relevant for determining the ultimate value of immersive VR based on the expectation that positive

emotions and the intrinsic value of the tool will lead to more use and ultimately higher long-term

cognitive outcomes. Therefore, the approach used in this study is to investigate the process by

which the level of immersion through technology impacts non-cognitive and perceived learning

outcomes.

1.3 Virtual simulations in training and education

One field where immersive VR could play a particularly central role is virtual simulations

used for training and education (Bodekaer, 2015). Most areas of industry need highly skilled

employees. Many of these skills require mastery through intensive repeated practice, training, and

hands-on practical experience, which are often both time-consuming and expensive. Virtual

learning simulations are practical and economical, and can supplement or be an alternative to real-

life skills training (e.g. Herrmann-Werner et al., 2013; Issenberg, 1999; McGaghie, Issenberg,

Page 8: A Structural Equation Modeling Investigation of the … · Web view: virtual reality, emotions, simulations, presence, CVTAE, structural equation modeling. Guido Makransky is an associate

Immersive Virtual Reality in Education 8

Petrusa, & Scalese, 2010; National Research Council, 2011). Furthermore, virtual learning

simulations provide students and trainees with cost-effective and elaborate teaching methods that

enhance both cognitive and non-cognitive outcomes (Bonde et al.,, 2014; Makransky et al.,

2016a,b). By learning and training in a VE, students and trainees can practice uncommon scenarios

and time-consuming work whenever the need arises, without having to wait for the correct

materials. In comparison, if trainees had to acquire the same amount of practical experience using

traditional real-world training methods, the cost would far exceed that of using a virtual learning

simulation. Several meta-analyses and empirical studies investigating the efficiency of simulations

have shown that overall, the use of simulations results in at least as good or better cognitive

outcomes and attitudes toward learning than do more traditional teaching methods (Bayraktar,

2000; Rutten, Van Joolingen, & Van Der Veen, 2012; Smetana & Bell, 2012; Vogel et al., 2006).

However, a recent report concludes that there are still many questions that need to be answered

regarding the value of simulations in education (National Research Council, 2011). In the past,

virtual learning simulations were primarily accessed through desktop VR. With the increased use of

immersive VR it is now possible to obtain a much higher level of immersion in the virtual world,

which enhances many virtual experiences (Blascovich & Bailenson, 2011). However, empirical

research is needed to investigate if an immersive VR will enhance the benefits of virtual learning

simulations.

1.4. Theory and predictions

Recent advances in motivational theory (Renninger & Hidi, 2016; Wentzel & Miele, 2016)

suggest that an understanding of how to harness the emotional appeal of e-learning tools is a central

issue for learning and instruction, since research shows that initial situational interest can be a first

step in promoting learning (Renninger & Hidi, 2016). Furthermore, a learner's emotional reaction to

instruction can have a great influence on academic achievement (Pekrun, 2016). There are several

Page 9: A Structural Equation Modeling Investigation of the … · Web view: virtual reality, emotions, simulations, presence, CVTAE, structural equation modeling. Guido Makransky is an associate

Immersive Virtual Reality in Education 9

educational theories that describe the affective, emotional, and motivational factors that play a role

in multimedia learning which are relevant for understanding the role of immersion in VR learning

environments. Some theories, such as the cognitive-affective theory of learning with media

(Moreno & Mayer, 2007), and the integrated cognitive affective model of learning with multimedia

(ICALM; Plass & Kaplan, 2016), include general emotional factors; but they do not describe

specific emotional or motivational constructs and their relationships in detail. One theory that

provides a more detailed description of the emotional process during learning is CVTAE (Pekrun,

2000). CVTAE posits that learning can be facilitated through positive achievement emotions such

as enjoyment (Pekrun, 2006; Pekrun & Stephens, 2010). According to CVTAE, enjoyment arises to

the extent that instructional design elicits and promotes appraisal of control and intrinsic value for

the educational content (Plass & Kaplan, 2016). Consequently, enjoyment can be predicted to be the

strongest when high intrinsic value is combined with an appraisal that the learning activity is

sufficiently controllable (Pekrun, 2006 p. 323). CVTAE highlights two design features as crucial for

instructional design. The first is to give the learner a sense of autonomy (Pekrun & Stephens, 2010).

The second is to evoke intrinsic value for the task and object of learning (Pekrun, 2006).

Establishing both autonomy and intrinsic value instructional designs can reduce the amount of

negative emotions, such as anger and frustration, and facilitate enjoyment (Plass & Kaplan, 2016).

As such, intrinsic motivation and enjoyment are important affective factors with regard to the

process of learning. Furthermore, cognitive factors such as the appraisal of cognitive benefits and

the amount of control or autonomy also play an important role in the learning process.

To further understand how immersive VR technology can facilitate learning, it is necessary

to build on the CVTAE with a conceptual framework that incorporates the relevant constructs and

possible relationships that play a role in the learning process while using VR technology. There

have been several models developed specifically for learning within VEs. Using a different

Page 10: A Structural Equation Modeling Investigation of the … · Web view: virtual reality, emotions, simulations, presence, CVTAE, structural equation modeling. Guido Makransky is an associate

Immersive Virtual Reality in Education 10

approach based on media technology models, (Lee et al. 2010) developed and tested a framework

that specifies the causal relationships between factors that play a role in desktop VR-based learning

environments. The framework is based on (Salzman, Dede, Loftin, & Chen, 1999) and technology-

mediated learning models of Alavi and Leidner (2001); Piccoli, Ahmad, and Ives, (2001); and Wan,

Fang, and Neufeld (2007). The framework used in the current study is grounded on CVTAE, and

the model by Lee et al. (2010). Figure 1 illustrates the framework of the a priori model that

describes the hypothesized relationships between the variables used in this study. Lee et al. (2010)

have shown that most of these variables play a role in the learning process when using a desktop

VR platform; but our model includes the addition of immersive/desktop VR, and a distinction

between affective and cognitive variables based on CVTAE. In the a priori model presented in

Figure 1 we predict that the level of immersion in a science simulation (immersive/ desktop VR)

will predict VR features and usability. These will in turn predict the affective as well as the

cognitive variables, which will predict the perceived learning outcomes. Below, we provide a quick

introduction to and description of the relevance of the variables that are used in the model; a more

detailed overview can be found in (Lee et al., 2010; Salzman et al., 1999).

----------------------------------------------- Insert Figure 1 here ------------------------------------------------

1.4.1 VR features: Representational fidelity and immediacy of control

Research has shown that simulation features play a significant role in mediating the

experience of learning and interaction, which in turn improves educational outcomes (Choi & Baek,

2011; Dalgarno & Lee, 2010; Lee et al., 2010). For instance, Lee et al. (2010) investigated how

desktop VR affects cognitive outcomes, and found representational fidelity and immediacy of

control (i.e. VR features) to be directly and indirectly linked to a number of non-cognitive outcomes

(e.g. motivation, presence, usability etc.), which in turn affected students cognitive outcomes.

Similarly, Choi and Baek (2011) used a desktop VR simulation to identify media characteristics

Page 11: A Structural Equation Modeling Investigation of the … · Web view: virtual reality, emotions, simulations, presence, CVTAE, structural equation modeling. Guido Makransky is an associate

Immersive Virtual Reality in Education 11

which influence students experience of flow while learning in a VE. Using exploratory factor

analysis and multiple regression analysis Choi and Baek (2011) found representational fidelity and

interactivity (i.e. variables of ‘control’ and immediacy’ combined) to be linked with students’

experience of flow. Lastly, through a review of the existing literature Dalgarno and Lee (2010) also

identified representational fidelity and learner interaction as two important factors for learning in

VEs. According to Witmer and Singer (1998) , the factors which influence the experience of

learning and interaction are control factors (i.e., the amount of control that users have in the VE)

and realism factors (i.e., the degree of realism of the objects and situations in the environment).

Consistent with previous studies (e.g., Lee et al., 2010), this study operationalized the realism

factors as representational fidelity and the control factors as the immediacy of control.

Representational fidelity is characterized by the degree of realism offered by the 3-D images and

scene content, the degree of realism provided by smooth object and view changes, and the degree of

consistency in object behavior (Dalgarno & Lee, 2010). Immediacy of control refers to the user’s

ability to change his or her point of view, as well as the ability to manipulate and interact with

objects within the VE (Lee et al., 2010).

1.4.2 Usability: Perceived usefulness and perceived ease of use

Usability is a dependent variable that is influenced by both the VR features of the VE and an

independent variable that influences the affective and cognitive factors in the framework. Previous

research has identified perceived usefulness and perceived ease of use as important components that

influence students’ interactional experiences when using educational technology (Salzman et al.,

1999). Perceived usefulness refers to the degree to which students believe that using the platforms

will enhance their performance. Perceived ease of use was defined as the degree to which students

believe that using the platforms is easy or difficult (Davis, 1989).

1.4.3 Affective factors

Page 12: A Structural Equation Modeling Investigation of the … · Web view: virtual reality, emotions, simulations, presence, CVTAE, structural equation modeling. Guido Makransky is an associate

Immersive Virtual Reality in Education 12

Presence, intrinsic motivation, enjoyment, and control and active learning are the affective

factors used in this study. Presence is defined as the psychological state in which the virtuality of

the experience goes unnoticed (Lee, 2004). According to Witmer and Singer (Witmer & Singer,

1998), both involvement (i.e., focusing one’s attention on a coherent set of stimuli) and immersion

(i.e., perceiving oneself as enveloped by, included in, and interacting with a VE) are necessary to

experience presence (Schuemie, van der Straaten, Krijn, & van der Mast, 2001). Intrinsic

motivation is defined as performing an action for the inherent satisfaction of the performance itself

(Deci, Vallerand, Pelletier, & Ryan, 1991; Ryan & Deci, 2000). Intrinsic motivation has often been

linked to positive educational outcomes including those with regard to attention, effort, behavior,

and grades (Hardré & Sullivan, 2008; Linnenbrink & Pintrich, 2002). Perceived enjoyment is the

degree to which a student finds a VE pleasant, fun, and enjoyable (Tokel & İsler, 2015). Control

and active learning refer to the amount of autonomy available in a VE, which allows the students to

actively take control of their own learning experience.

1.4.4. Cognitive factors

Cognitive factors in this framework include cognitive benefits, and reflective thinking.

Cognitive benefits are described as improved understanding and application as well as a more

positive perception of the learned material (Lee et al., 2010). Finally, Dewey (1933, p. 9) defined

reflective thinking as the “active, persistent, and careful consideration of any belief or supposed

form of knowledge in the light of the grounds that support it and the conclusion to which it tends”.

1.4.5 Outcome variables

The dependent outcomes of the proposed framework were behavioral intentions,

satisfaction, and perceived learning. Behavioral intentions are the degree to which the student

intends to use the simulation for learning in the future. Satisfaction refers to the degree to which the

student finds the simulation satisfactory, while perceived learning represents the degree to which

Page 13: A Structural Equation Modeling Investigation of the … · Web view: virtual reality, emotions, simulations, presence, CVTAE, structural equation modeling. Guido Makransky is an associate

Immersive Virtual Reality in Education 13

the student perceives the simulation as educational. These outcome variables were included in the

framework because previous studies identified these factors as specifically relevant when using VR

technology in an educational context (Lee et al., 2010).

2. Materials and Methods

2.1.1 Sample

The sample consisted of 104 students (39 females and 65 males; average age = 23.8 years)

from a large European university. All participants were provided with written and oral information

describing the research aims and the experiment before participation. Written consent was collected

from all participants in accordance with the ethical regulations of the Health Research Ethics

Committee in Denmark.

2.1.2 Procedure

The experiment used a crossover repeated-measures design that involved all of the

participants using both the immersive VR (Samsung Gear VR with Samsung Galaxy S6) and the

desktop VR version of a virtual laboratory simulation (on a standard computer). The participants

were randomly assigned to two groups: the first used the immersive VR followed by the desktop

VR version, and the second used the two platforms in the opposite sequence. Both groups began

with a preliminary test to measure their individual background information. The participants had a

maximum of 20 minutes to play the virtual simulation on each platform to enable comparability.

After using each virtual simulation platform, the participants completed a survey that measured

their experience of playing the simulation on a specific platform.

2.1.3. Survey

The survey included demographic questions such as age, gender, and year of study in

addition to items measuring the 13 constructs used in this study. A full list of items and the source

of the scale is included in Appendix 1. Representational fidelity was measured with three items

Page 14: A Structural Equation Modeling Investigation of the … · Web view: virtual reality, emotions, simulations, presence, CVTAE, structural equation modeling. Guido Makransky is an associate

Immersive Virtual Reality in Education 14

adapted from Lee et al. (2010; e.g., The realism of the 3-D helps enhance my understanding).

Immediacy of control was measured with four items adapted from Lee et al. (2010; e.g., The ability

to manipulate the objects in real time helps to enhance my understanding). Perceived usefulness

was measured with four items adapted from Davis (1989; e.g., This type of virtual reality/computer

simulation is useful in supporting my learning). Perceived ease of use was measured with four items

adapted from Davis (1989; e.g., Overall, I think that this type of virtual reality/computer program is

easy to use). Presence was measured with 10 items adapted from Sutcliffe, Gault, & Shin (2005;

e.g., My experiences in the virtual environment seemed consistent with real world experiences).

Motivation was measured with seven items adapted from Lee et al. (2010; e.g., I would describe the

virtual laboratories as very interesting). Perceived enjoyment was measured with three items

adapted from Tokel and İsler (2015; e.g., I have fun using virtual reality/computer simulations).

Control and active learning was measured with five items adapted from Lee et al. (2010; e.g., This

type of virtual reality/computer program allows me to have more control over my own learning).

Cognitive benefits was measured with four items adapted from Lee et al. (2010; e.g., This type of

virtual reality/computer program makes the comprehension easier). Reflective thinking was

measured with four items adapted from Lee et al. (2010; e.g., Virtual reality/computer simulations

enable me to reflect on how I learn). Perceived learning was measured with eight items adapted

from Lee et al. (2010; e.g., I gained a good understanding of the basic concepts of the materials).

Satisfaction was measured with seven items adapted from Lee et al. (2010; e.g., I was satisfied with

this type of virtual reality/computer-based learning experience). Behavioral intention to use was

measured with four items adapted from Tokel & İsler (2015; e.g., I would use virtual

reality/computer simulations frequently in the future). All of the items were scored on a five-point

Likert scale ranging from (1) strongly disagree to (5) strongly agree.

2.1.4. Statistical analyses

Page 15: A Structural Equation Modeling Investigation of the … · Web view: virtual reality, emotions, simulations, presence, CVTAE, structural equation modeling. Guido Makransky is an associate

Immersive Virtual Reality in Education 15

Statistical analyses were performed using IBM SPSS version 23.0 and Mplus version 7.31

(Muthén, and Muthén, 2012). The items were treated as ordinal variables and are reported using the

following goodness-of-fit indices according to Hu and Bentler (1999): the comparative fit index

(CFI), the Tucker-Lewis Index (TLI), and the root mean square of approximation (RMSEA).

Acceptable fits were indicated by CFI and TLI scores ≥ 0.90 and an RMSEA score ≤ 0.06.

2.1.5. VR learning simulation

The VR learning simulation used in this experiment was developed by the company Labster

and designed to facilitate learning within the field of biology at a university level. The VR

simulation was based on a realistic murder case in which the participants were required to

investigate a crime scene, collect blood samples and perform DNA analysis in a high-tech

laboratory in order to identify and implicate the murderer (see Labster, 2017 for a video description

of the simulation).

The main learning objective was to develop an understanding of DNA profiling and small

tandem repeats. The VR simulation started off with the user being introduced to a crime scene.

After investigating the crime scene and collecting blood samples, the user accesses a virtual

laboratory to perform a DNA analysis. In the virtual laboratory a PCR kit, purified DNA from the

crime scene, and a full lab bench set up are available to the user. Once in the laboratory the user is

asked to mix the correct reagents and perform a PCR in the PCR-machine. Next the user has to run

a gel on the collected sample and compare the patterns emerging on the gel with other already

prepared samples from suspects. Finally, the user is asked to identify the murderer.

The VR simulation utilized an inquiry-based approach (Bonde et al.,, 2014), allowing the

user to virtually work through the procedures of DNA analysis by using and interacting with the

relevant laboratory equipment. Furthermore, the simulation was designed based on the guided

activity principle (Moreno & Mayer, 2007), so that the user received step-by-step guidance from a

Page 16: A Structural Equation Modeling Investigation of the … · Web view: virtual reality, emotions, simulations, presence, CVTAE, structural equation modeling. Guido Makransky is an associate

Immersive Virtual Reality in Education 16

virtual female laboratory assistant. According to the guided activity principle, students learn more

when they have the opportunity to interact with a pedagogical agent who guides their learning

(Mayer, 2004). The theoretical background for the guided activity principle is that prompting

students to actively engage in selection, organization, and integration of information stimulates

essential and generative processing (Moreno & Mayer, 2007).

The VR simulation used in this study included several different forms of interactivity: i.e.

dialoguing, manipulating, and controlling (Moreno & Mayer, 2007). In the simulation dialoguing

was achieved through an interaction with the female laboratory assistant and through optional

selection of additional information through Wiki-links. Manipulation was attained through the

opportunity to control and move objects around the screen. Moreover, the user had to find the

appropriate tools and prepare them correctly. Lastly, controlling was achieved by letting the user

decide when to proceed with the experiment, and by letting the user choose whether to read

additional information. The desktop VR version of the simulation was optimized for a computer

screen presentation, while the immersive VR version was optimized for immersive VR.

2.1.6 Apparatus.

The desktop VR version of the simulation was administered on a high-end laptop with a

15-inch screen. A standard touchpad was used by the participants to control input in the PC

condition. The participants used the touchpad to both navigate from the different static points of

view and to select answers to multiple-choice questions. In general, the touchpad functioned as a

way to select which object the participant wanted to interact with through cursor movement and

left-clicks.

In the immersive VR condition the simulation was administered using Samsung Galaxy

S6 phones, and stereoscopically displayed through a Samsung GearVR head-mounted display

(HMD). This condition requires the participants to use the touchpad on the right side of the

Page 17: A Structural Equation Modeling Investigation of the … · Web view: virtual reality, emotions, simulations, presence, CVTAE, structural equation modeling. Guido Makransky is an associate

Immersive Virtual Reality in Education 17

HMD, in order to select which objects to interact with. In this condition head movement is used

to move the participant’s field of view and the centered dot-cursor around the dynamic 360-

degree VE.

3. Results

The structural validity of the scales used in the study was assessed using confirmatory factor

analysis prior to conducting any analyses. The results indicated that two items from the presence

scale had non-significant loadings to the latent construct. An acceptable fit was obtained for the

model after eliminating these two items (CFI = 0.96, TLI = 0.95, RMSEA = 0.05) indicating that

the remaining items measured the intended constructs as hypothesized (items and their standardized

loadings are presented in Appendix 1). The scales used in this study also had an acceptable level of

reliability, with Cronbach’s alpha values ranging from 0.69 to 0.91 (see Table 1).

3.1. Is there a difference between using immersive VR as a platform for virtual learning

simulations as compared with desktop VR?

Paired-samples t-tests were conducted to investigate if significant differences were present

between the two platforms on each of the constructs used in this study. The mean values, standard

deviations, reliability coefficients, t-values, p-values, and effect sizes of the differences are reported

in Table 1. The results showed that significant differences were found between the two platforms on

11 of the 13 constructs. The largest differences (effects sizes over .8) were found for the variables

of presence (d = 1.67), motivation (d = 1.28), immediacy of control (d = .99), and enjoyment (d

= .94). Therefore, we conclude that the emotional value of the immersive VR version of the

learning simulation is significantly greater than the desktop VR version. This is a major empirical

contribution of this study.

----------------------------------------------- Insert table 1 here ------------------------------------------------

Page 18: A Structural Equation Modeling Investigation of the … · Web view: virtual reality, emotions, simulations, presence, CVTAE, structural equation modeling. Guido Makransky is an associate

Immersive Virtual Reality in Education 18

3.2. What is the process by which the level of immersion in a VR simulation impacts outcomes

including satisfaction, perceived learning, and intentions to use the simulation?

The relationships between the constructs in the a-priori model presented in Figure 1 were

investigated by conducting SEM. The fit of this model was almost acceptable (CFI = 0.90, TLI =

0.90, RMSEA = 0.07). Therefore, adjustments were made to the a-priori model iteratively because

there were several non-significant loadings. Each of these paths was evaluated and removed step by

step, resulting in a simplified model containing significant loadings only. Furthermore, the iterative

analyses made it clear that presence did not predict the outcome variables as anticipated by the a

priori model, but rather played a mediating role between the simulation platform

(immersive/desktop VR) and VR features on the one hand, and motivation and enjoyment on the

other, to predict the outcomes. These changes were made and an acceptable fit was obtained for the

final model shown in Figure 2 (CFI = 0.91, TLI = 0.91, RMSEA = 0.06). Figure 2 only shows the

significant (i.e., p < 0.01) unstandardized path coefficients according to Mplus. The results indicate

that the level of immersion in the science learning simulation (immersive/desktop VR) predicted

perceived learning outcomes indirectly as expected in our a priori model; however, not all of the a

priori predictions were significant. The results show two distinct paths between the level of

immersion in the virtual learning simulation and perceived learning outcomes: these are labeled the

affective and the cognitive paths. This is another major empirical contribution of this study.

----------------------------------------------- Insert figure 2 here ------------------------------------------------

3.2.1. The affective path:

The most direct path in our final model showed that the increased immersion in the VR

simulation leads to greater VR features and usability, and a higher sense of presence. This makes

the experience more fun and motivating, resulting in higher perceived learning outcomes.

Page 19: A Structural Equation Modeling Investigation of the … · Web view: virtual reality, emotions, simulations, presence, CVTAE, structural equation modeling. Guido Makransky is an associate

Immersive Virtual Reality in Education 19

In other words, the simulation platform (immersive VR/desktop VR) was a significant

antecedent to presence (beta = -.52, p < .001) and VR features (beta = -0.31, p < .001), but was not

significantly related to any other construct directly. Given that the variable was coded 0 for

immersive and 1 for desktop VR, the negative relationship indicates that the desktop VR version

was associated with lower levels of presence and VR features. VR features was a significant

antecedent to presence (beta = .21, p < .001), control and active learning (beta = 0.32, p < 0.001),

and usability (beta = .11, p < .001). Also, usability was a significant antecedent of presence (beta

= .36, p < .001), motivation (beta = .28, p < .001), enjoyment (beta = .20, p < .001), and control and

active learning (beta = 0.62, p < 0.001). Furthermore, presence played an unexpected role in

predicting the outcomes in the study. Although presence did not directly predict the outcomes, it

was a strong significant antecedent to both motivation (beta = 0.68, p < 0.001) and enjoyment (beta

= 0.63, p < 0.001). Motivation (beta = .41, p < 0.001), and enjoyment (beta = 0.15, p < 0.001) were

in turn significant antecedents of the perceived learning outcomes in the study. Furthermore, control

and active learning was also a significant antecedent of perceived learning outcomes (beta = 0.23, p

< 0.001).

3.2.2. The cognitive path:

A secondary path from the increased immersion in the VR simulation to the outcomes in this

study went through the constructs of VR features and usability, then through the cognitive variable

of cognitive benefits. That is, the variable VR features was also an antecedent to cognitive benefits

(beta = 0.51, p < 0.001), and reflective thinking (beta = 0.83, p < 0.001). Usability was also a

significant antecedent of cognitive benefits (beta = 0.45, p < 0.001), but was not significantly

related to reflective thinking.

Page 20: A Structural Equation Modeling Investigation of the … · Web view: virtual reality, emotions, simulations, presence, CVTAE, structural equation modeling. Guido Makransky is an associate

Immersive Virtual Reality in Education 20

Only one of the two cognitive variables predicted the outcomes in this study: cognitive

benefits was a significant antecedent of perceived learning outcomes (beta = 0.35, p < 0.001);

however, reflective thinking did not predict the outcomes in this study.

4. Discussion

4.1 Empirical contributions

The first main empirical contribution of this study is the finding that students prefer using an

immersive rather than a desktop VR version of a virtual learning simulation, with the largest effect

sizes observed for presence, motivation, enjoyment, and immediacy of control, as well as the

outcome variable of behavioral intentions.

The largest difference between the platforms was with regard to presence. The effect size

difference of 1.67 in favor of immersive VR is larger than the results from a recent meta-analysis

investigating the impact of immersion (e.g., immersive VR with head tracking compared to a

desktop display), which found a medium impact of immersion on presence of r =.339 (Cummings &

Bailenson, 2016). Large effect sizes were also observed with regard to the affective variables of

intrinsic motivation and enjoyment. Increasing students’ motivation to learn science has been

highlighted as one of the most important potential benefits of using simulations in education

(National Research Council, 2011). Furthermore, previous research supports the motivational value

of using desktop virtual learning simulations in education (e.g., Adams et al., 2008a, 2008b;

Makransky et al.,, 2016a,b, Thisgaard & Makransky, 2017; Edelson, Gordin, & Pea, 1999).

Therefore, the finding that the intrinsic motivation to use immersive VR as a learning platform was

higher than the desktop VR version is appealing because previous research has found that students

who are intrinsically motivated are more likely to set higher learning goals (Archer, Cantwell, &

Bourke, 1999), engage more in deep approaches to learning (Kyndt, Dochy, Struyven, & Cascallar,

2011), and have higher academic achievement (Hattie, 2009). Finally, a large effect size was found

Page 21: A Structural Equation Modeling Investigation of the … · Web view: virtual reality, emotions, simulations, presence, CVTAE, structural equation modeling. Guido Makransky is an associate

Immersive Virtual Reality in Education 21

for the dependent variable behavioral intention. According to the technology acceptance model

(TAM), behavioral intention to use predicts actual use (Venkatesh & Bala, 2008). Several studies

have supported this notion, and the correlation between behavioral intention to use and actual use

ranges from 0.44 to 0.57 (Venkatesh & Bala, 2008). This finding suggests that immersive VR

technology could lead students to use virtual learning simulations more than a desktop VR version.

The second major empirical contribution of this paper was the finding that a structural

equation model with two general paths best describes the relationship between the level of

immersion in a VR science simulation and perceived learning outcomes.

The first path is the affective path. Presence played a key role in the affective path and was

directly affected by the VR platform, VR features, and usability. These results are consistent with

previous research which has proposed that presence is influenced by control factors, realism factors,

distraction factors, and sensory factors which result from the VR platform (Lee et al., 2010; Witmer

& Singer, 1998; Makransky, Lilleholt, & Aaby, 2017). However, unlike the results from a previous

study by Lee et al. (2010), who found that presence directly predicted perceived learning outcomes

using desktop VR, the findings of this study indicate that presence plays a mediating role in this

relationship. Specifically, presence predicts students’ intrinsic motivation and enjoyment, which in

turn predict the outcomes of behavioral intention, perceived learning, and satisfaction. Intrinsic

motivation was the strongest predictor of the outcomes of the study, which is consistent with

previous studies which have found that intrinsic motivation is important for predicting educational

outcomes. This suggests that these findings can also be generalized to immersive VR environments

(e.g., Archer et al., 1999; Deci, Vallerand, Pelletier, & Ryan, 1991; Hattie, 2009; Kyndt et al.,

2011).

Control and active learning also predicted the perceived learning outcomes in this study.

One of the key factors in designing educational technology is for design features to support the

Page 22: A Structural Equation Modeling Investigation of the … · Web view: virtual reality, emotions, simulations, presence, CVTAE, structural equation modeling. Guido Makransky is an associate

Immersive Virtual Reality in Education 22

learners’ sense of autonomy, or control over their environment (Pekrun & Stephens, 2010). In this

study immediacy of control was one of the variables in which the largest differences were observed

between the immersive VR and desktop VR versions of the simulation. Therefore, the results

suggest that immersive VR can increase perceived learning outcomes by affording learners a higher

sense of autonomy through better control over the environment.

The second path was the cognitive path. In this path the variable cognitive benefits played

an important mediating role between the learning platform and perceived learning outcomes. Most

educational theories include cognitive benefits as being central to the learning process (e.g. Mayer,

2009; Norman, 1993); therefore, this finding is consistent with the expectation that students are

willing to exert more cognitive effort when they can see the value of the lesson. Finally, reflective

thinking did not predict the perceived learning outcomes in this model, and did not differ

significantly between the immersive and desktop VR platforms. This is consistent with learning

theories which suggest that more immersion can increase, but also impede reflective thinking. For

instance, the cognitive theory of multimedia learning (Mayer, 2009) and cognitive load theory

(Sweller, Ayres, & Kalyuga, 2011) suggest that immersive VEs could foster generative processing

by providing a more realistic experience (Slater & Wilbur, 1997). However, they also suggest that

any material that is not related to the instructional goal should be eliminated in order to eliminate

extraneous processing (Moreno & Mayer, 2002).

4.2 Theoretical contributions

What is the theoretical explanation for the results favoring the immersive VR version of

the simulation in this study? CVTAE suggests that when a learning activity (e.g., VR simulation)

is positively valued, and the activity is perceived as being sufficiently controllable, enjoyment is

instigated. The immersive VR simulation leads to a higher level of enjoyment because the VR

features (representational fidelity and immediacy of control) were greater, resulting in a higher

Page 23: A Structural Equation Modeling Investigation of the … · Web view: virtual reality, emotions, simulations, presence, CVTAE, structural equation modeling. Guido Makransky is an associate

Immersive Virtual Reality in Education 23

sense of presence. Enjoyment is one component in fostering a sense of engagement and flow

(Csikszentmihalyi, 2000), which can provide a sense of perceived learning and satisfaction. A

learning activity which is positively valued can also be attractive; and students would have

positive intentions about participating in similar activities.

Furthermore, the cognitive affective model of learning with media (Moreno & Mayer,

2007) suggests that immersive VREs could foster generative processing by providing a more

realistic experience, which would result in a higher sense of presence (Slater & Wilbur, 1997)

and a higher level of generative processing. This is supported by the interest theories of learning

starting with Dewey (1913), who argued that students learn through practical experience in

ecological situations and tasks by actively interacting with the environment. The finding that the

increased immersion can lead to positive educational outcomes is specifically relevant for

immersive VR because the sense of presence experienced by the student can have a powerful

emotional impact (Milk, 2015).

4.3. Practical contributions

The findings of this study suggest that immersive VR has significant potential for use in

simulations and other e-learning applications because immersive VR is superior to desktop VR

in arousing, engaging, and motivating students. Furthermore, the relationships found in this study

provide a better understanding of how technology features and students’ interactive experiences

can influence important affective and cognitive factors, as well as how these relationships predict

important educational outcomes.

The results can guide instructional design decisions when developing VR learning

environments. It is clear from the results that VR features – specifically, immediacy of control –

seems to be an important factor to take into account in designing VEs. The immersive VR version

of the simulation was perceived to have a significantly higher level of immediacy of control as

Page 24: A Structural Equation Modeling Investigation of the … · Web view: virtual reality, emotions, simulations, presence, CVTAE, structural equation modeling. Guido Makransky is an associate

Immersive Virtual Reality in Education 24

compared with the desktop VR version. This was probably because the immersive VR simulation is

controlled through head-motion tracking, so when users move their heads to look around they move

their field of view inside of the virtual 360-degree environment correspondingly (Moreno & Mayer,

2002). This seems to be important for making learners feel that they have a greater sense of control

and autonomy in the learning process. On the other hand, the control mechanism in the immersive

VR version of the simulation was still quite primitive. The technology used was the Samsung Gear

VR, which requires the learner to use a touchpad on the right side of the HMD in order to select

which objects to interact with in the lab. The simulation in this study was designed to create a

setting wherein students could perform an experiment in which they could manipulate different

items in a lab using two hands which are controlled by the touchpad. However, several participants

commented that the touchpad was not intuitive. More advanced VR technology would thus likely

afford more natural control systems and even higher levels of immediacy of control.

Usability also played an important role in the model. Usability was a significant antecedent

of five of the six affective and cognitive variables included in the study. The simulations used in

this study functioned with few technical difficulties. This is reflected by the high level of perceived

ease of use among students. Therefore, the high level of usefulness and perceived ease of use

suggests that technological factors did not distract students during the learning process.

The results of the study point to two general means of impacting learners’ satisfaction,

perceived learning outcomes, and intention to use VR learning environments. The first is to design

VR environments that are enjoyable and motivating by creating a high level of usability and good

VR features, which give students a sense of presence. The second is to ensure that students have a

high level of autonomy through a sense of control and active learning, and to make sure that

students see the cognitive benefits of the VR lesson.

4.4 Limitations and future directions

Page 25: A Structural Equation Modeling Investigation of the … · Web view: virtual reality, emotions, simulations, presence, CVTAE, structural equation modeling. Guido Makransky is an associate

Immersive Virtual Reality in Education 25

One limitation of this study was that most of the participants had never tried immersive

VR before; therefore, the positive results favoring the immersive VR platform might be partly

due to the novelty of the technology. Interest theories such as the four phase theory of interest

development (Renninger & Hidi, 2016) posit that learning activities can spark situational

interest, but that this does not necessarily develop into well-developed individual interest. The

potential of immersive VR has in sparking situational interest could fade as the technology

becomes more widely used. It is therefore important to develop an understanding of how to

design instructional content that leads to positive emotional as well as cognitive outcomes, rather

than relying on the technology. Because research on the use of VR technology in education is in

its infancy, the list of future research topics is substantial. One promising future direction is to

replicate the results in this study among students who are more familiar with immersive VR.

Another limitation in this study was that the outcome variables only included self-report

measures rather than objective measures of learning such as retention or transfer, or objective

measures of affect. Future research should include objective measures of cognitive and

emotional constructs including tests of retention and transfer, as well as physiological measures

of affect such as analyses of facial expressions or galvanic skin response (e.g., Picard et al.,

2004; Kai et al., 2015). A further limitation in this study is that the sample size was quite small in

regard to the number of factors that were used in the structural equation model. Future research

should investigate if the results generalize to larger samples, and other VR content. Future

research should also investigate the long-term potential benefits and consequences of using

immersive VR in education. In addition, it is important to investigate how individual

characteristics such as prior knowledge, age, gender, and culture influence the process of

learning in VR environments. The potential negative side effects of using immersive VR (e.g.,

motion sickness and nausea) should also be considered. Finally, future studies should investigate

Page 26: A Structural Equation Modeling Investigation of the … · Web view: virtual reality, emotions, simulations, presence, CVTAE, structural equation modeling. Guido Makransky is an associate

Immersive Virtual Reality in Education 26

the potential use of immersive VR for organizational training (e.g., competency devolvement and

continuing education) and in other fields.

Page 27: A Structural Equation Modeling Investigation of the … · Web view: virtual reality, emotions, simulations, presence, CVTAE, structural equation modeling. Guido Makransky is an associate

Immersive Virtual Reality in Education 27

Acknowledgements

We would like to thank Malene Thisgaard and Josefine Pilegaard Larsen for their

extensive work related to collecting data for this study. We would also like to thank Ainara

Lopez Cordoba and her team from Labster for their work related to preparing the two versions of

the Crime Science Investigation Virtual Lab used in this study.

Page 28: A Structural Equation Modeling Investigation of the … · Web view: virtual reality, emotions, simulations, presence, CVTAE, structural equation modeling. Guido Makransky is an associate

Immersive Virtual Reality in Education 28

References

Adams, W.K., Reid, S., LeMaster, R., McKagan, S.B., Perkins, K.K., Dubson, M., & Wieman. C.E.

(2008a). A study of educational simulations part I—Engagement and learning. Journal of

Interactive Learning Research, 19(3), 397-419.

Adams, W.K., Reid, S., LeMaster, R., McKagan, S.B., Perkins, K.K., Dubson, M., & Wieman, C.E.

(2008b). A study of educational simulations part II—Interface design. Journal of Interactive

Learning Research, 19(4), 551-577.

Alavi, M., & Leidner, D. E. (2001). Research Commentary: Technology-Mediated Learning - A

Call for Greater Depth and Breadth of Research. Information Systems Research, 12(1), 1–10.

http://doi.org/10.1287/isre.12.1.1.9720

Alhalabi, W. S. (2016). Virtual reality systems enhance students’ achievements in engineering

education. Behaviour & Information Technology, 35(11), 919–925.

http://doi.org/10.1080/0144929X.2016.1212931

Archer, J., Cantwell, R., & Bourke, S. (1999). Coping at University: an examination of

achievement, motivation, self‐regulation, confidence, and method of entry. Higher Education

Research & Development, 18(1), 31–54. http://doi.org/10.1080/0729436990180104

Bayraktar, S. (2000). A meta-analysis on the effectiveness of computer-assisted instruction in

science education. Journal of Research on Technology in Education, 34(2), 173–189.

http://doi.org/10.1080/15391523.2001.10782344

Belini, H., Chen, W., Sugiyama, M., Shin, M., Alam, S., & Takayama, D. (2016). Virtual &

Augmented Reality: Understanding the race for the next computing platform. Retrieved from

http://www.goldmansachs.com/our-thinking/pages/technology-driving-innovation-folder/

virtual-and-augmented-reality/report.pdf

Benner, K., & Wingfield, N. (2016). Apple Sets Its Sights on Virtual Reality. New York Times.

Page 29: A Structural Equation Modeling Investigation of the … · Web view: virtual reality, emotions, simulations, presence, CVTAE, structural equation modeling. Guido Makransky is an associate

Immersive Virtual Reality in Education 29

Retrieved from http://www.nytimes.com/2016/01/30/technology/apple-sets-its-sights-on-

virtual-reality.html

Biocca, F. (1992). Communication within virtual reality: Creating a space for research. Journal of

Communication, 42(4), 5–22.

Blascovich, J., & Bailenson, J. (2011). Infinite reality. New York, NY: HarperCollins.

Bodekaer, M. (2015). Michael Bodekaer: This virtual lab will revolutionize science class. Retrieved

November, 2017, from

http://www.ted.com/talks/michael_bodekaer_this_virtual_lab_will_revolutionize_science_clas

s

Bonde, M. T., Makransky, G., Wandall, J., Larsen, M. V., Morsing, M., Jarmer, H., et al. (2014).

Improving biotech education through gamified laboratory simulations. Nature Biotechnology,

32(7), 694–697. http://doi.org/10.1038/nbt.2955.

Bric, J. D., Lumbard, D. C., Frelich, M. J., & Gould, J. C. (2015). Current state of virtual reality

simulation in robotic surgery training: a review. Surgical Endoscopy, 1–10.

http://doi.org/10.1007/s00464-015-4517-y

Burdea, G. C., & Coiffet, P. (1994). Virtual reality technology (1st ed.). London: Wiley-

Interscience.

Choi, B., & Baek, Y. (2011). Exploring factors of media characteristic influencing flow in learning

through virtual worlds. Computers and Education, 57(4), 2382–2394.

http://doi.org/10.1016/j.compedu.2011.06.019

Cruz-Neira, C., Sandin, D. J., DeFanti, T. A., Kenyon, R. V, & Hart, J. C. (1992). The CAVE:

audio visual experience automatic virtual environment. Communications of the ACM, 35(6),

64–73.

Csikszentmihalyi, M. (2000). Beyond boredom and anxiety. San Francisco, CA: Jossey-Bass.

Page 30: A Structural Equation Modeling Investigation of the … · Web view: virtual reality, emotions, simulations, presence, CVTAE, structural equation modeling. Guido Makransky is an associate

Immersive Virtual Reality in Education 30

Cummings, J. J., & Bailenson, J. N. (2016). How Immersive Is Enough? A Meta-Analysis of the

Effect of Immersive Technology on User Presence. Media Psychology, 19(2), 272–309.

http://doi.org/10.1080/15213269.2015.1015740

Dalgarno, B., & Lee, M. J. W. (2010). What are the learning affordances of 3-D virtual

environments? British Journal of Educational Technology, 41(1), 10–32.

http://doi.org/10.1111/j.1467-8535.2009.01038.x

Davis, F. D. (1989). Perceived Usefulness, Perceived Ease of Use, and User Acceptance of

Information Technology. MIS Quarterly, 13(3), 319. http://doi.org/10.2307/249008

Deci, E. L., Vallerand, R. J., Pelletier, L. G., & Ryan, R. M. (1991). Motivation and Education: The

Self-Determination Perspective. Educational Psychologist, 26(3–4), 325–346.

http://doi.org/10.1080/00461520.1991.9653137

Dewey, J. (1913). Interest and effort in education. Cambridge, MA: Houghton Mifflin.

Dewey, J. (1933). How we think. Chicago: Henry Regnery.

Dredge, S. (2016). Three really real questions about the future of virtual reality. The Guardian.

Retrieved from http://www.theguardian.com/technology/2016/jan/07/virtual-reality-future-

oculus-rift-vr

Edelson, D. C., Gordin, D. N., & Pea, R. D. (1999). Addressing the challenges of inquiry-based

learning through technology and curriculum design. Journal of the Learning Sciences, 8(3–4),

391–450.

Greenlight VR., & Roadtovr. (2016). 2016 Virtual Reality Industry Report. Retrieved from

http://www.greenlightvr.com/reports/2016-industry-report

Hardré, P. L., & Sullivan, D. W. (2008). Student differences and environment perceptions: How

they contribute to student motivation in rural high schools. Learning and Individual

Differences, 18(4), 471–485. http://doi.org/10.1016/j.lindif.2007.11.010

Page 31: A Structural Equation Modeling Investigation of the … · Web view: virtual reality, emotions, simulations, presence, CVTAE, structural equation modeling. Guido Makransky is an associate

Immersive Virtual Reality in Education 31

Hattie, J. (2009). Visible Learning: A Synthesis of Over 800 Meta-Analyses Relating to

Achievement. USA: Routledge.

Herrmann-Werner, A., Nikendei, C., Keifenheim, K., Bosse, H. M., Lund, F., Wagner, R., …

Weyrich, P. (2013). “Best Practice” Skills Lab Training vs. a “see one, do one” Approach in

Undergraduate Medical Education: An RCT on Students’ Long-Term Ability to Perform

Procedural Clinical Skills. PLoS ONE, 8(9), e76354.

http://doi.org/10.1371/journal.pone.0076354

Hu, L., & Bentler, P. M. (1999). Cutoff criteria for fit indexes in covariance structure analysis:

Conventional criteria versus new alternatives. Structural Equation Modeling: A

Multidisciplinary Journal, 6(1), 1–55. http://doi.org/10.1080/10705519909540118

Issenberg, S. B. (1999). Simulation Technology for Health Care Professional Skills Training and

Assessment. JAMA, 282(9), 861. http://doi.org/10.1001/jama.282.9.861

Kai, S., Paquette, L., Baker, R. S., Bosch, N., D'Mello, S., Ocumpaugh, J., ... & Ventura, M. (2015).

A Comparison of Video-Based and Interaction-Based Affect Detectors in Physics

Playground. International Educational Data Mining Society

Kyndt, E., Dochy, F., Struyven, K., & Cascallar, E. (2011). The perception of workload and task

complexity and its influence on students’ approaches to learning: a study in higher education.

European Journal of Psychology of Education, 26(3), 393–415. http://doi.org/10.1007/s10212-

010-0053-2

Labster. (2017) Crime Science Investigation Virtual Lab. Retrieved November, 2017, from

https://www.labster.com/simulations/crime-scene-investigation/

Lee, E. A.-L., & Wong, K. W. (2014). Learning with desktop virtual reality: Low spatial ability

learners are more positively affected. Computers & Education, 79, 49–58.

http://doi.org/10.1016/j.compedu.2014.07.010

Page 32: A Structural Equation Modeling Investigation of the … · Web view: virtual reality, emotions, simulations, presence, CVTAE, structural equation modeling. Guido Makransky is an associate

Immersive Virtual Reality in Education 32

Lee, E. A.-L., Wong, K. W., & Fung, C. C. (2010). How does desktop virtual reality enhance

learning outcomes? A structural equation modeling approach. Computers & Education, 55(4),

1424–1442. http://doi.org/10.1016/j.compedu.2010.06.006

Lee, K. M. (2004). Presence, Explicated. Communication Theory, 14(1), 27–50.

http://doi.org/10.1111/j.1468-2885.2004.tb00302.x

Linnenbrink, E. A., & Pintrich, P. R. (2002). Motivation as an enabler for academic success. School

Psychology Review, 31(3).

Makransky, G., Bonde, M. T., Wulff, J. S. G., Wandall, J., Hood, M., Creed, P. A., Bache, I.,

Silahtaroglu, A., & Nørremølle, A. (2016a). Simulation based Virtual Learning

Environment in Medical Genetics Counseling: An example of Bridging the Gap between

Theory and Practice in Medical Education. BMC Medical Education, 16(98), 1-9.

Makransky, G., Lilleholt, L., & Aaby, A. (2017). Development and validation of the Multimodal

Presence Scale for virtual reality environments: A confirmatory factor analysis and item

response theory approach. Computers in Human Behavior, 72, 276-285.

Makransky, G., Terkildsen, T. S., & Mayer, R. E. (2017). Adding immersive virtual reality to a

science lab simulation causes more presence but less learning. Learning and Instruction.

https://doi.org/10.1016/j.learninstruc.2017.12.007

Makransky, G., Thisgaard, M. W., & Gadegaard, H. (2016b). Virtual Simulations as Preparation for

Lab Exercises: Assessing Learning of Key Laboratory Skills in Microbiology and

Improvement of Essential Non-Cognitive Skills. Plos One, 11(6), 1-11.

Mayer, R. E. (2004). Should There Be a Three-Strikes Rule Against Pure Discovery Learning?

American Psychologist, 59(1), 14–19. http://doi.org/10.1037/0003-066X.59.1.14

Mayer, R. E. (2009). Multimedia learning (2nd ed.). New York: Cambridge University Press.

Page 33: A Structural Equation Modeling Investigation of the … · Web view: virtual reality, emotions, simulations, presence, CVTAE, structural equation modeling. Guido Makransky is an associate

Immersive Virtual Reality in Education 33

Mayer, R. E. (2014). Cognitive theory of multimedia learning. In R. E. Mayer (Ed.), The

Cambridge handbook of multimedia learning (2nd ed.; pp. 43-71). New York: Cambridge

University Press.

McGaghie, W. C., Issenberg, S. B., Petrusa, E. R., & Scalese, R. J. (2010). A critical review of

simulation-based medical education research: 2003-2009. Medical Education.

http://doi.org/10.1111/j.1365-2923.2009.03547.x

Merchant, Z., Goetz, E. T., Cifuentes, L., Keeney-Kennicutt, W., & Davis, T. J. (2014).

Effectiveness of virtual reality-based instruction on students’ learning outcomes in K-12 and

higher education: A meta-analysis. Computers & Education, 70, 29–40.

http://doi.org/10.1016/j.compedu.2013.07.033

Moreno, R., & Mayer, R. (2007). Interactive Multimodal Learning Environments. Educational

Psychology Review, 19(3), 309–326. http://doi.org/10.1007/s10648-007-9047-2

Moreno, R., & Mayer, R. E. (2002). Learning science in virtual reality multimedia environments:

Role of methods and media. Journal of Educational Psychology, 94(3), 598–610.

http://doi.org/10.1037/0022-0663.94.3.598

Muthén, L.K. and Muthén, B. O. (2012). Mplus (Version 7). Los Angeles, California.

Natioan Research Council. (2011). Learning science through computer games and simulations

comitte on science learning: Computer games, simulations and education. Washington, DC:

National Academies Press.

Norman, D. A. (1993). Things that make us smart: Defending human attributes in the age of the

machine. Reading, MA: Addison-Wesley.

Pekrun, R. (2000). A social-cognitive, control-value theory of achievement emotions. In J.

Heckhausen (Ed.), Motivational psychology of human development: Developing motivation

and motivating development (pp. 143–163). New York, NY: Elsevier Science.

Page 34: A Structural Equation Modeling Investigation of the … · Web view: virtual reality, emotions, simulations, presence, CVTAE, structural equation modeling. Guido Makransky is an associate

Immersive Virtual Reality in Education 34

Pekrun, R. (2006). The Control-Value Theory of Achievement Emotions: Assumptions, Corollaries,

and Implications for Educational Research and Practice. Educational Psychology Review,

18(4), 315–341. http://doi.org/10.1007/s10648-006-9029-9

Pekrun, R. (2016). Emotions at school. In K. R. Wentzel & D. B. Miele (Eds.), Handbook of

motivation at school (2nd ed; 120-144). New York: Routledge.

Pekrun, R., & Stephens, E. J. (2010). Achievement Emotions: A Control-Value Approach. Social

and Personality Psychology Compass, 4(4), 238–255. http://doi.org/10.1111/j.1751-

9004.2010.00259.x

Picard, R. W., Papert, S., Bender, W., Blumberg, B., Breazeal, C., Cavallo, D., ... & Strohecker, C.

(2004). Affective learning—a manifesto. BT technology journal, 22(4), 253-269.

Piccoli, G., Ahmad, R., & Ives, B. (2001). Web-Based Virtual Learning Environments: A Research

Framework and A Preliminary Assessment Of Effectiveness in Basic IT Training. MIS

Quarterly, 25, 401–426.

Plass, J. L., & Kaplan, U. (2016). Emotional Design in Digital Media for Learning. In Emotions,

Technology, Design, and Learning (pp. 131–161). Elsevier. http://doi.org/10.1016/B978-0-12-

801856-9.00007-4

Rutten, N., Van Joolingen, W. R., & Van Der Veen, J. T. (2012). The learning effects of computer

simulations in science education. Computers and Education, 58(1), 136–153.

http://doi.org/10.1016/j.compedu.2011.07.017

Renninger, K. A., & Hidi, S. E. (2016). The power of interest for motivation and engagement.

New York: Routledge.

Ryan, R. M., & Deci, E. L. (2000). Intrinsic and Extrinsic Motivations: Classic Definitions and

New Directions. Contemporary Educational Psychology, 25(1), 54–67.

http://doi.org/10.1006/ceps.1999.1020

Page 35: A Structural Equation Modeling Investigation of the … · Web view: virtual reality, emotions, simulations, presence, CVTAE, structural equation modeling. Guido Makransky is an associate

Immersive Virtual Reality in Education 35

Salzman, M. C., Dede, C., Loftin, R. B., & Chen, J. (1999). A Model for Understanding How

Virtual Reality Aids Complex Conceptual Learning. Presence: Teleoperators and Virtual

Environments, 8(3), 293–316. http://doi.org/10.1162/105474699566242

Schuemie, M. J., van der Straaten, P., Krijn, M., & van der Mast, C. A. P. G. (2001). Research on

Presence in Virtual Reality: A Survey. CyberPsychology & Behavior, 4(2), 183–201.

http://doi.org/10.1089/109493101300117884

Singer, N. (2015). Google Virtual-Reality System Aims to Enliven Education. New York Times.

Retrieved from http://www.nytimes.com/2015/09/29/technology/google-virtual-reality-system-

aims-to-enliven-

Slater, M., & Wilbur, S. (1997). A Framework for Immersive Virtual Environments (FIVE):

Speculations on the Role of Presence in Virtual Environments. Presence: Teleoperators and

Virtual Environments, 6(6), 603–616. http://doi.org/10.1162/pres.1997.6.6.603

Smetana, L. K., & Bell, R. L. (2012). Computer Simulations to Support Science Instruction and

Learning: A critical review of the literature. International Journal of Science Education, 34(9),

1337–1370. http://doi.org/10.1080/09500693.2011.605182

Sousa Santos, B., Dias, P., Pimentel, A., Baggerman, J.-W., Ferreira, C., Silva, S., & Madeira, J.

(2008). Head-mounted display versus desktop for 3D navigation in virtual reality: a user study.

Multimedia Tools and Applications, 41(1), 161. http://doi.org/10.1007/s11042-008-0223-2

Standen, P. J., & Brown, D. J. (2006). Virtual reality and its role in removing the barriers that turn

cognitive impairments into intellectual disability. Virtual Reality, 10(3–4), 241–252.

http://doi.org/10.1007/s10055-006-0042-6

Stepan, K., Zeiger, J., Hanchuk, S., Del Signore, A., Shrivastava, R., Govindaraj, S., & Iloreta, A.

(2017). Immersive virtual reality as a teaching tool for neuroanatomy. International Forum of

Allergy & Rhinology, 7(10), 1006–1013. http://doi.org/10.1002/alr.21986

Page 36: A Structural Equation Modeling Investigation of the … · Web view: virtual reality, emotions, simulations, presence, CVTAE, structural equation modeling. Guido Makransky is an associate

Immersive Virtual Reality in Education 36

Sutcliffe, A., Gault, B., & Shin, J. E. (2005). Presence, memory and interaction in virtual

environments. International Journal of Human Computer Studies, 62(3), 307–327.

http://doi.org/10.1016/j.ijhcs.2004.11.010

Sweller, J., Ayres, P. L., & Kalyuga, S. (2011). Cognitive load theory. New York, NY: Springer.

Taylor, G. L., & Disinger, J. F. (1997). The Potential Role of Virtual Reality in Environmental

Education. The Journal of Environmental Education, 28(3), 38–43.

http://doi.org/10.1080/00958964.1997.9942828

Thisgaard, M., & Makransky, G. (2017). Virtual Learning Simulations in High School: Effects on

Cognitive and Non-Cognitive Outcomes and Implications on the Development of STEM

Academic and Career Choice. Frontiers in Psychology, 8(805), 1-13.

Tokel, S. T., & İsler, V. (2015). Acceptance of virtual worlds as learning space. Innovations in

Education and Teaching International, 52(3), 254–264.

http://doi.org/10.1080/14703297.2013.820139

Venkatesh, V., & Bala, H. (2008). Technology Acceptance Model 3 and a Research Agenda on

Interventions. Decision Sciences, 39(2), 273–315. http://doi.org/10.1111/j.1540-

5915.2008.00192.x

Vogel, J. J., Vogel, D. S., Cannon-Bowers, J., Bowers, C. a., Muse, K., & Wright, M. (2006).

Computer Gaming and Interactive Simulations for Learning: a Meta-Analysis. Journal of

Educational Computing Research, 34(3), 229–243. http://doi.org/10.2190/FLHV-K4WA-

WPVQ-H0YM

Wan, Z., Fang, Y., & Neufeld, D. J. (2007). The role of information technology in technology-

mediated learning: A review of the past for the future. Journal of Information Systems

Education, 18(2), 183.

Webster, R. (2016). Declarative knowledge acquisition in immersive virtual learning environments.

Page 37: A Structural Equation Modeling Investigation of the … · Web view: virtual reality, emotions, simulations, presence, CVTAE, structural equation modeling. Guido Makransky is an associate

Immersive Virtual Reality in Education 37

Interactive Learning Environments, 24(6), 1319–1333.

http://doi.org/10.1080/10494820.2014.994533

Wentzel, K. R. & Miele, D. B. (Eds.). (2016). Handbook of motivation at school (2nd ed). New

York: Routledge.

Witmer, B. G., & Singer, M. J. (1998). Measuring Presence in Virtual Environments: A Presence

Questionnaire. Presence: Teleoperators and Virtual Environments, 7(3), 225–240.

http://doi.org/10.1162/105474698565686

Page 38: A Structural Equation Modeling Investigation of the … · Web view: virtual reality, emotions, simulations, presence, CVTAE, structural equation modeling. Guido Makransky is an associate

Immersive Virtual Reality in Education 38

Table 1: Mean values, standard deviations, reliability coefficients, p-values, and effect sizes of the differences between the immersive VR and desktop VR versions of the simulation for each construct used in the study

Immersive VR Desktop VRScale Mean SD Reliability Mean SD Reliability p-value Effect size

VR features

Representational fidelity

3.83 0.79 .81 3.32 0.94 .87 t = 6.01 (100) p < .005

0.59

Immediacy of control

4.04 0.61 .82 3.38 0.72 .83 t = 9.54 (100) p < .005

0.99

Usability

Perceived usefulness 3.87 0.69 .87 3.63 0.75 .88 t = 3.42 (100) p < .005

0.33

Perceived ease of use

4.30 0.64 .82 3.98 0.75 .87 t = 4.65 (100) p < .005

0.46

Psychological factors

Presence 4.08 0.48 .78 3.10 0.68 .77 t = 14.5 (100) p < .005

1.67

Motivation 4.14 0.59 .87 3.30 0.72 .91 t = 11.9 (100) p < .005

1.28

Enjoyment 4.29 0.64 .83 3.63 0.76 .90 t = 7.72 (100) p < .005

0.94

Cognitive benefits 3.70 0.66 .81 3.46 0.69 .83 t = 3.19 (100) p < .005

0.36

Control and active learning

4.05 0.68 .82 3.66 0.67 .78 t = 5.94 (100) p < .005

0.58

Reflective thinking 3.56 0.69 .82 3.45 0.58 .69 t = 1.83 (100) p = .071

0.17

Learning outcomesBehavioral intention to use

4.10 0.73 .83 3.53 0.71 .80 t = 6.95 (100) p < .005

0.79

Perceived learning effectiveness

3.72 0.69 .89 3.56 0.55 .83 t = 2.48 (100) p = .015

0.26

Satisfaction 3.84 0.64 .86 3.50 0.66 .87 t = 4.75 (100) p < .005

0.52

*p-values in bold indicate significant results after a Bonferroni correction at alpha = 0.05/13 = .004. **Effect sizes were calculated using Cohen’s d.

Page 39: A Structural Equation Modeling Investigation of the … · Web view: virtual reality, emotions, simulations, presence, CVTAE, structural equation modeling. Guido Makransky is an associate

Immersive Virtual Reality in Education 39

Figure 1: A-priori model

Page 40: A Structural Equation Modeling Investigation of the … · Web view: virtual reality, emotions, simulations, presence, CVTAE, structural equation modeling. Guido Makransky is an associate

Immersive Virtual Reality in Education 40

Figure 2: Final model with significant unstandardized path coefficients

Page 41: A Structural Equation Modeling Investigation of the … · Web view: virtual reality, emotions, simulations, presence, CVTAE, structural equation modeling. Guido Makransky is an associate

Immersive Virtual Reality in Education 41

Appendix

Page 42: A Structural Equation Modeling Investigation of the … · Web view: virtual reality, emotions, simulations, presence, CVTAE, structural equation modeling. Guido Makransky is an associate

Immersive Virtual Reality in Education 42

Page 43: A Structural Equation Modeling Investigation of the … · Web view: virtual reality, emotions, simulations, presence, CVTAE, structural equation modeling. Guido Makransky is an associate

Immersive Virtual Reality in Education 43

Page 44: A Structural Equation Modeling Investigation of the … · Web view: virtual reality, emotions, simulations, presence, CVTAE, structural equation modeling. Guido Makransky is an associate

Immersive Virtual Reality in Education 44